Ann LeSage

Prof. Ann LeSage

Ontario Tech University (UOIT)
orcid

Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 November 2020 in Nutrients
Verified
Journal Article
Open access
PDF file
HFHannah M. Froome
Hannah M. Froome
CTCarly Townson
Carly Townson
SRSheila Rhodes
Sheila Rhodes
BFBeatriz Franco-Arellano
Beatriz Franco-Arellano
Ann LeSageAnn LeSage
Ann LeSage
JAJoanne Arcand
Joanne Arcand
The interactive and engaging nature of serious games (i.e., video games designed for educational purposes) enables deeper learning and facilitates behavior change; however, most do not specifically support the dissemination of national dietary guidelines, and there are limited data on their impact on child nutrition knowledge. The Foodbot Factory serious game mobile application was developed to support school children in learning about Canada’s Food Guide; however, its impacts on nutrition knowledge have not been evaluated. The objective of this study was to determine if Foodbot Factory effectively improves children’s knowledge of Canada’s Food Guide, compared to a control group (control app). This study was a single-blinded, parallel, randomized controlled pilot study conducted among children ages 8–10 years attending Ontario Tech University day camps. Compared to the control group (n = 34), children who used Foodbot Factory (n = 39) had significant increases in overall nutrition knowledge (10.3 ± 2.9 to 13.5 ± 3.8 versus 10.2 ± 3.1 to 10.4 ± 3.2, p < 0.001), and in Vegetables and Fruits (p < 0.001), Protein Foods (p < 0.001), and Whole Grain Foods (p = 0.040) sub-scores. No significant difference in knowledge was observed in the Drinks sub-score. Foodbot Factory has the potential to be an effective educational tool to support children in learning about nutrition.

17 April 2020 in JMIR Formative Research
Verified
Journal Article
Open access
JBJacqueline Marie Brown
Jacqueline Marie Brown
RSRobert Savaglio
Robert Savaglio
GWGraham Watson
Graham Watson
AKAllison Kaplansky
Allison Kaplansky
Ann LeSageAnn LeSage
Ann LeSage
JAJoanne Arcand
Joanne Arcand
Background: Early nutrition interventions to improve food knowledge and skills are critical in enhancing the diet quality of children and reducing the lifelong risk of chronic disease. Despite the rise of mobile health (mHealth) apps and their known effectiveness for improving health behaviors, few evidence-based apps exist to help engage children in learning about nutrition and healthy eating. Objective: This study aimed to describe the iterative development and user testing of Foodbot Factory, a novel nutrition education gamified app for children to use at home or in the classroom and to present data from user testing experiments conducted to evaluate the app. Methods: An interdisciplinary team of experts in nutrition, education (pedagogy), and game design led to the creation of Foodbot Factory. First, a literature review and an environmental scan of the app marketplace were conducted, and stakeholders were consulted to define the key objectives and content of Foodbot Factory. Dietitian and teacher stakeholders identified priority age groups and learning objectives. Using a quasi-experimental mixed method design guided by the Iterative Convergent Design for Mobile Health Usability Testing approach, five app user testing sessions were conducted among students (ages 9-12 years). During gameplay, engagement and usability were assessed via direct observations with a semistructured form. After gameplay, qualitative interviews and questionnaires were used to assess user satisfaction, engagement, usability, and knowledge gained. Results: The environmental scan data revealed that few evidence-based nutrition education apps existed for children. A literature search identified key nutrients of concern for Canadian children and techniques that could be incorporated into the app to engage users in learning. Foodbot Factory included characters (2 scientists and Foodbots) who initiate fun and engaging dialogue and challenges (minigames), with storylines incorporating healthy eating messages that align with the established learning objectives. A total of five modules were developed: drinks, vegetables and fruit, grain foods, animal protein foods, and plant protein foods. Seven behavior change techniques and three unique gamified components were integrated into the app. Data from each user testing session were used to inform and optimize the next app iteration. The final user testing session demonstrated that participants agreed that they wanted to play Foodbot Factory again (12/17, 71%), that the app is easy to use (12/17, 71%) and fun (14/17, 88%), and that the app goals were clearly presented (15/17, 94%). Conclusions: Foodbot Factory is an engaging and educational mHealth intervention for the Canadian public that is grounded in evidence and developed by an interdisciplinary team of experts. The use of an iterative development approach is a demonstrated method to improve engagement, satisfaction, and usability with each iteration. Children find Foodbot Factory to be fun and easy to use, and can engage children in learning about nutrition.

16 March 2022 in Journal of Educational Informatics
Verified
Journal Article
Closed access
PDF file
SPSandra Plante
Sandra Plante
Ann LeSageAnn LeSage
Ann LeSage
Robin KayRobin Kay
Robin Kay
The purpose of this article was to provide a comprehensive review of research on the quality of student feedback from post-secondary institutions using online course evaluations versus traditional paper-pencil methods. Nineteen peer-reviewed articles published from 2000 to 2020 were examined for changes to course evaluations following a transition to online collection methods. Three themes emerged from the literature: effects on response rates, presence of non-response bias, and effects on comment quality. Results suggest that using online methods for collecting student feedback tends to decrease response rates somewhat, however, the effect is often temporary. Further, using online methods generated conflicting results on the presence of a non-response bias in open-ended comments with online methods. Many studies demonstrated that online methods increase the word counts in student-provided comments and that the constructive nature of the comments improved as well. The results may inform teaching and policy decisions as more institutions transition to online course evaluation collection methods, particularly given the restrictions imposed by the current COVID-19 crisis. Suggestions for future research include examining the usability of comments as well as trends in student feedback quality following the transition to emergency remote teaching during the global pandemic.

1 December 2021 in Applied Physiology, Nutrition, and Metabolism
Verified
Journal Article
Closed access
BFBeatriz Franco-Arellano
Beatriz Franco-Arellano
JBJacqueline M. Brown
Jacqueline M. Brown
HFHannah M. Froome
Hannah M. Froome
Ann LeSageAnn LeSage
Ann LeSage
JAJoanne Arcand
Joanne Arcand
Foodbot Factory is a serious game developed to teach children about the 2019 Canada’s Food Guide (CFG) healthy eating principles. Because no measurement tools existed to assess changes in children’s knowledge of the CFG, the Nutrition Attitudes and Knowledge (NAK) questionnaire was developed for this purpose. The NAK is based on the 2019 CFG nutrition content and aligned with the Foodbot Factory modules (Drinks, Whole Grain foods, Vegetables and Fruit, Protein foods). Seven experts assessed face and content validity of the draft NAK questionnaire. Three sections were deemed valid, while the remaining 2 required minor revisions. The NAK was pilot tested for changes in nutrition attitudes and knowledge among children aged 9–10 years-old (n = 23), who answered the NAK questionnaire before and after using Foodbot Factory. Significant increases were found in overall nutrition knowledge, and knowledge of Whole Grain foods, Vegetables and Fruit and Protein foods. Knowledge of Drinks and nutrition attitudes remained unchanged. The NAK showed a moderate reliability when tested among a group of children (n = 23). While the NAK questionnaire is a promising tool for assessing changes nutrition knowledge related to the 2019 CFG guidelines in children, further research is required to test construct validity of this instrument. Novelty: The Nutrition Attitudes and Knowledge (NAK) questionnaire was developed by educators and dietitians. The NAK underwent face and content validity assessments and was pilot tested among children. The NAK questionnaire is a potential tool to detect changes in children’s knowledge of the 2019 Canada’s Food Guide.

13 April 2012 in Interactive Technology and Smart Education
Verified
Journal Article
Closed access
PDF file
Ann LeSageAnn LeSage
Ann LeSage
Purpose: Elementary teachers' understanding of mathematics is a significant contributor to student success with mathematics. Consequently, teacher educators are frequently charged with the responsibility of supporting the development of prospective elementary teachers' mathematics content knowledge as they re‐learn concepts in ways they are required to teach. The purpose of this paper is to describe one teacher educator's efforts to support prospective elementary teachers' tenuous understanding of rational numbers.Design/methodology/approach: Given the variety of factors influencing the development of teacher knowledge, a mixed method research design was utilized. Research participants were prospective elementary teachers enrolled in a nine‐week elective course who agreed to participate in the study (n=40); while the control group were prospective elementary teachers not enrolled in the elective course (n=35).Findings: The results of this study indicate that it may be possible to improve prospective teachers' conceptual understanding of mathematics by providing additional short‐term support, such as an elective course and/or web‐based video clips. However, the program intervention can only build upon the existing knowledge that prospective teachers bring when they begin their Bachelor of Education programs.Originality/value: For prospective teachers with a limited foundation in mathematics (e.g. less than four secondary school mathematics courses), short‐term support may be insufficient to compensate for their nebulous understanding of rational numbers. Based on this finding, one‐year Bachelor of Education programs might consider, either: including Grade 12 mathematics as a pre‐requisite for elementary teacher applicants; or mandating enrolment in a full‐year math content course similar to the elective course described in this paper.

2 November 2024 in Nutrients
Verified
Journal Article
Open access
PDF file
JBJacqueline Marie Brown
Jacqueline Marie Brown
NRNicholas Rita
Nicholas Rita
BFBeatriz Franco-Arellano
Beatriz Franco-Arellano
Ann LeSageAnn LeSage
Ann LeSage
JAJoanne Arcand
Joanne Arcand
Background/Objectives: School-based nutrition education interventions can support the development of children’s food literacy and healthy eating habits. The Foodbot Factory serious game was developed to support school nutrition education based on Canada’s Food Guide and Ontario curriculum. The objective of this research was to refine the Foodbot Factory intervention to include curriculum-based lesson plans that had a high-level of acceptability by stakeholders to support implementation by teachers in classrooms. Methods: A co-design approach was used to engage teacher and dietitian stakeholders in developing five lesson plans for the intervention, who contributed to creating the intervention content in three stages. The stages included reviewing and providing feedback on the initial draft of the lesson plans, participating in facilitated discussion rounds to come to a consensus on the changes required, and completing a final review of the intervention’s acceptability. Qualitative data included notes on the lesson plans and recordings from meetings that were analyzed thematically. Results: During the first co-design stage, major revisions were suggested for two-fifths of the lessons by stakeholders. Further stakeholder suggestions were discussed and integrated into the intervention from facilitated discussions, improving the lesson plan content and intervention feasibility. All stakeholders agreed that the final version of the intervention was acceptable and would support classroom nutrition education. Five lesson plans were created and compiled into a unit plan, containing additional teaching resources, to support nutrition education with Foodbot Factory. Conclusions: The co-design process greatly improved the Foodbot Factory intervention and its feasibility for classroom implementation. Including diverse stakeholder perspectives led to unique and different insights to improve the intervention.